Cellular phone games based upon television archives

ABSTRACT

Cellular phone games based on television archives allow users to play games on their cellular phones wherein the games are based on archived television programs. The game is able to be played simultaneously between competitors or on demand. Game data and video data are combined into one file and are sent to participating cellular phones so that the required information is received at the same time at each cellular phone. Each cellular phone contains software to manipulate the game and video data so that the user is able to play the game. The game is played by watching video clips from archived television programs and then selecting choices related to the video clips using the inputs on the user&#39;s cellular phone. User scores are determined based on the answers to the questions related to the video clips and results are distributed to the participants.

RELATED APPLICATION(S)

This Patent Application claims priority under 35 U.S.C. § 119(e) of theco-pending, co-owned U.S. Provisional Patent Application No. 60/723,301,filed Oct. 3, 2005, and entitled “CELLULAR PHONE GAMES BASED UPONTELEVISION ARCHIVES” which is also hereby incorporated by reference inits entirety.

FIELD OF THE INVENTION

The present invention relates to the field of distributed entertainment.More specifically, the present invention relates to the field ofdistributed entertainment utilizing a computing device where theentertainment corresponds to a previously broadcast archived televisionprogram.

BACKGROUND OF THE INVENTION

In the United States alone there are over 170 million registeredcellular phones. With the expiration of the U.S. Pat. No. 4,592,546 toFascenda and Lockton, companies are able to now use the cellular phoneand other mobile communication devices utilizing a multicast network tocontrol television viewers in games of skill based upon predicting, forexample, what the quarterback may call on the next play within afootball game. In addition, games of skill with a common start time canbe conducted simultaneously among cellular phone owners, based onclassic card, dice, trivia, and other games. In order to avoid theanti-gaming laws in the various states, the winners must be determinedby the relative skill, experience and practice of the player in eachdiscrete game.

To date, the televised talent show American Idol® is the most notablemarriage of the cellular phone and television viewers in the UnitedStates. During the live final events of this nationwide televised talentcontest, AT&T® cellular phone subscribers were permitted to vote fortheir favorite contestant. Over 60 million chose to do so. The resultsof those votes determined the final winners. Other live television showsincorporate user interactivity via a cellular phone where the users areable to send a text message with their selection or dial a choice suchas on the television program So You Think You Can Dance.

AirPlay Network, Inc. launched a nationwide service on Sept. 7, 2006enabling viewers of televised football games to compete with each otherutilizing their cellular phone while watching the telecast. However, forviewers that are unable to play along with live events, live televisionprograms or tape-delayed broadcasts or who want a comparable experience,any time and any place, there is a need for additional gamingpossibilities.

SUMMARY OF THE INVENTION

Cellular phone games based on television archives allow users to playgames on their cellular phones wherein the games relate to archivedtelevision programs. Game data and video data are combined into one fileand are streamed, broadcast or multicast to participating cellularphones so that the required information is received at the same time ateach cellular phone or alternatively, downloaded and launched at thesame time. Each cellular phone contains software to manipulate the gameand video data so that the user is able to play the game. The game isplayed by watching video clips from archived television programs andthen selecting choices related to the video clips using the interface onthe user's cellular phone. User scores are determined based on theanswers to the questions or predictions related to the video clips.

In one aspect, a method of playing a game based on archived televisionprograms, comprises receiving one or more video files and one or moregame data files and operating a cellular based program to display videodata and game data from the one or more video files and the one or moregame data files. The files are downloaded to the cellular phone prior tothe scheduled start time. The method further comprises receiving a gamestart signal and starting the game. The method further comprises playingthe game by selecting one or more choices related to the video data. Theone or more video files and the one or more game data files are receivedin a combined file. The video data and the game data are displayedsimultaneously. A third method has all players receiving a multicast,broadcast or other form of one to many broadcasts in real time. Themethod further comprises collecting scores and reporting performance toparticipants to a cellular phone. The method further comprisesprohibiting further input with a lockout signal. The one or more videofiles and the one or more game data files are compressed. The game datacontains graphic information in addition to the video data. The graphicinformation is displayed as crawling information, as closed captionedinformation, as a picture in picture or as graphically overlayed. Theone or more video files and the one or more game data files are receivedin advance of a scheduled start. The method further comprisestransmitting the one or more video files and the one or more game datafiles on a single TCP, UDP, 3G, multicast or broadcast transmission.Examples are the Media Flo network being deployed by Qualcomm®, VerizonWireless® and Sprint® or the utilization of a 3G cellular network ineither TCP connection or multicast mode, or the broadcast of digitaldata in a digital radio or television transmission or in the subcarrierthereof. Transmitting is digital broadcasting, individual streaming ordownloading. The game is played simultaneously live, on demandcompetitively or as on demand practice. A set of digital audio isreceived with the one or more video files and the one or more game datafiles. A user is able to identify remote competitors prior to the gameto challenge and compete against in a challenge game. After all of thechallenged competitors complete the challenge game, results are sent tothe challenged competitors including rankings. In some aspects, the userutilizes the Internet to identify remote competitors to challenge andcompete against. The one or more video files and the one or more gamedata files are simultaneously broadcast to all participants at aspecific time. The one or more video files and the one or more game datafiles are pre-produced. The archived television programs includesporting events, game shows or entertainment shows. One or more segmentsof the archived television programs are included in the one or morevideo files. The one or more segments can be between five minutes andtwenty minutes. The method further comprises digitizing analog video.The one or more video files and the one or more game data files arereceived over a wireless cellular network. The video data and the gamedata are synchronously displayed. A record of episodes played by theuser is maintained on a server to ensure the user receives anever-before played game by the user.

In another aspect, a method of playing a game based on a segment of anarchived television program, comprises transmitting a set of files froma server over a wireless cellular network, the set of files comprisesone or more pre-produced video files, wherein the one or morepre-produced video files contain video data, one or more game datafiles, wherein the one or more game data files contain game data,further wherein the game data contains graphic information in additionto the video data and one or more audio files, receiving the set offiles on a cellular phone, operating a cellular based program containedon the cellular phone to synchronously display the video data and thegame data and playing the game by selecting one or more choices. The setof files is assembled into a combined file. The method further comprisescollecting scores and reporting performance to participants from thecellular phone. The graphic information is displayed as crawlinginformation, as closed captioned information, as a picture in picture oras a graphic overlay. The set of files contains compressed data. The setof files is received in advance of a scheduled start. Transmitting theset of files is on a single TCP, UDP, 3G, multicast or broadcasttransmission. Transmitting is digital broadcasting, individual streamingor downloading. The game is played simultaneously live, on demandcompetitively or as on demand practice. A user is able to identifyremote competitors prior to the game to challenge and compete against ina challenge game. After all of the challenged competitors complete thechallenge game, results are sent to the challenged competitors includingrankings. The set of files is simultaneously broadcast to allparticipants at a specific time. The archived television programincludes sporting events, game shows or entertainment shows.

In yet another aspect, a system for producing and distributing a gamebased on archived television programs, comprises a game productiondevice for grouping video data and game data into a set of files and afirst server coupled to the game production device, wherein the serverreceives and transmits the set of files. The set of files is assembledinto a combined file. The video data and the game data allow a user toplay the game by selecting one or more choices related to the videodata. The system further comprises a second server coupled to the firstserver for receiving scoring data, determining standings andcommunicating the standings to participants. In some embodiments, thefirst server and the second server are contained within a single serverdevice. The system further comprises a cellular service operator coupledto the first server and a wireless network for transmitting the set offiles from the server to the wireless network. The set of files containscompressed data. The set of files is transmitted on a single TCP, UDP,3G, multicast or broadcast transmission. Transmitting is digitalbroadcasting, individual streaming or downloading. The game is playedsimultaneously live, on demand competitively or as on demand practice. Aset of digital audio is grouped into the set of flies. The set of filesis simultaneously broadcast to all participants at a specific time. Thevideo data and the game data are pre-produced. The archived televisionprograms include sporting events, game shows or entertainment shows. Oneor more segments of the archived television programs are included in thevideo data. The one or more segments are between five minutes and twentyminutes.

In another aspect, a device for playing a game based on archivedtelevision programs, comprises a cellular phone, wherein the cellularphone receives a set of files, wherein the set of files contain videodata and game data and utilizes a program and the set of files topresent the video data and the game data to a user. The set of files isassembled into a combined file. The video data and the game data aredisplayed simultaneously. The game data contains graphic information inaddition to the video data. The graphic information is displayed ascrawling information, as closed captioned information, as a picture inpicture or as a graphic overlay. The video data and the game data aresynchronized. The game is transmitted to the cellular phone usingdigital broadcasting, individual streaming or downloading. The game isplayed simultaneously live, on demand competitively or as on demandpractice. The user is able to identify remote competitors prior to thegame to challenge and compete against in a challenge game. After all ofthe challenged competitors complete the challenge game, results are sentto the challenged competitors including rankings. Standings informationis received from a server. The video data and the game data arepre-produced. The archived television programs include sporting events,game shows or entertainment shows. One or more segments of the archivedtelevision programs are included in the video data.

In yet another aspect, a network of devices for playing a game based onarchived television programs, comprises a game production device forcombining video data with game data into a combined file a first servercoupled to the game production device, wherein the server receives andtransmits the combined file and a plurality of devices coupled to thefirst server through a wireless network, wherein the plurality ofdevices receive the combined file and utilize a program and the combinedfile to present the video data and the game data to a user. The videodata and the game data allow the user to play the game by selecting oneor more choices related to the video data. The plurality of devices areselected from the group consisting of cellular phones, personalcomputers, laptops and PDAs. The combined file is received substantiallysimultaneously at each of the devices. The network of devices furthercomprises a second server coupled to the wireless network for receivingscoring data and determining standings. In some embodiments, the firstserver and the second server are contained within a single serverdevice. Standings information and results are transmitted toparticipants. The network of devices further comprises a cellularservice operator coupled to the first server and the wireless networkfor transmitting the combined file to the wireless network. The videodata and the game data are displayed simultaneously. The combined filecontains compressed data. The game data contains graphic information inaddition to the video data. The graphic information is displayed ascrawling information, as closed captioned information, as a picture inpicture or as a graphic overlay. The combined file is transmitted on asingle TCP, UDP, 3G, multicast or broadcast transmission. Transmittingis digital broadcasting, individual streaming or downloading. The gameis played simultaneously live, on demand competitively or as on demandpractice. A set of digital audio is combined into the combined file. Theuser is able to identify remote competitors prior to the game tochallenge and compete against in a challenge game. The competitors areable to play the game when convenient. After all of the challengedcompetitors complete the challenge game, results are sent to thechallenged competitors including rankings. The combined file issimultaneously broadcast to all participants at a specific time. Thevideo data and the video data are pre-produced. The archived televisionprograms include sporting events, game shows or entertainment shows. Oneor more segments of the archived television programs are included in thevideo data. The one or more segments are between five minutes and twentyminutes. The video and the game data are synchronized. The network ofdevices further comprises an Internet for registering a group ofcompetitors.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a graphical representation of the preferredembodiment of the present invention.

FIG. 2 illustrates a method of utilizing the present invention.

FIG. 3 illustrates a network of devices of the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

The present invention includes systems and methodologies for generating,producing, distributing, and playing games on cellular phones and othermobile devices based on archived video of previously broadcasttelevision programming. The game play is similar to games of skill basedon live television broadcasts described in prior patents by some of thecurrent inventors. The U.S. Pat. No. 4,592,546 to Lockton (expired inApril 2004), herein incorporated by reference, teaches a methodology forconducting games of skill utilizing two separate mass media inconnection with live and taped television broadcasts. U.S. Pat. No.5,083,800 to Lockton, herein incorporated by reference, similarlyapplies a separate mass media to control computer and video games playedsimultaneously. Prior art developed at Interactive Network, in operationfrom 1989 until 1995 taught a methodology for producing large scalesimultaneously played games of skill in conjunction with the broadcastof prerecorded game shows such as Wheel of Fortune® and Jeopardy!®.

For Jeopardy!®, for example, the preproduction of three additional wronganswers were created with the cooperation of the producers of thetelevision shows in advance of the airing of the telecast. These gamedata files were precisely time synchronized with the video tape of thegame show provided in advance and stored on a broadcast server. A meansof mass communication (data broadcasting) separate from the televisionbroadcast, for example, a network of FM stations utilizing the SCA subcarrier, or the vertical blanking interval (VBI) of the televisionsignal, were leased from broadcasters on a market by market basis. Theseparate mass media multicast the digital data files to a wireless datareceiver in the participant's possession. Through the visual observationof the “live” telecast of the syndicated television show in each market,the game show pre-produced synchronized data files, usually a half hourin duration, were manually synchronized at the beginning of thetelecast. The synchronization was monitored throughout the telecast, asthe telecast paused for the insertion of local and national commercialsand then resumed. These pre-produced data files contained “lock out”signals prohibiting answers past the revelation of the correct answers,which were utilized by game software residing in the wireless datareceiver. The software created an individual performance file, generallybased on total point scores for each participant receiving the datafiles simultaneously within their television market, preciselysynchronized with a separately broadcast television signal.

In addition to television based games, Interactive Network utilized amethodology for conducting games of skill based upon classic card, dice,word, and trivia games. The production of these games involved thecreation of a digital file for the game, including questions and thenthe correct answers to be revealed to the competitor after a “lock out”prohibited further response for a trivia game, for example. The entirefiles containing both questions and answers were broadcast prior to thestart of the game to all subscribers who indicated their intention toparticipate. After the countdown to a prescheduled start time, all ofthe competitors games were launched with a one-way signal broadcast tothe participants, and the files “played” for a duration of 10- to15-minutes until their conclusion.

The current state-of-the-art in cellular phone based entertainmentincludes downloadable games covering virtually every genre of game thatcan currently be enjoyed on the computer and video game platforms. Inaddition, new broadband transmission technology generally referred to incellular telephony as “third generation” or 3G, has enabled viewing ofvideo clips on the cellular phone either by streaming the digital videofiles using the Internet, or downloading compressed files and then“playing” them on the cellular phone's LCD color display. Companies likeVerizon Wireless® and Qualcomm® are utilizing these technologies inconnection with content owners to download television clips of newsbroadcasts, highlights of sporting events, and other televisionentertainment on an on demand basis to cellular subscribers. Qualcomm®recently announced its Media Flo project which has the capability ofbroadcasting live televised events or clips from these events, such asNFL® Football, for display and viewing on a cellular telephone color LCDdisplay.

The present invention includes systems and methodologies for providinggames of skill and chance, playable either on demand or simultaneouslyby cellular subscribers, whereby the underlying event upon which thegame play is based is archival video footage such as football, baseball,basketball, or other sporting events or game shows (Wheel of Fortune® orJeopardy! ®), or other television entertainment which has already beenbroadcast.

The present invention utilizes the following methods in the production,game play, and display.

Game Production

All television programmers maintain video taped archives of everyprogram they have produced and aired dating back to at least 1960.Segments of suitable length of once televised sporting events or gameshows, generally between 5- and 10-minutes, are selected by theproducers of such a game service. For example, in the case offootball-based cellular phone games, a scoring drive from a 1980 SuperBowl Game between the Pittsburgh Steelers and Los Angeles Rams of a10-minute duration is selected. In the case of a game show, a 7-minute“round” from a Jeopardy!® telecast aired in the past is selected. Theduration of each selection may vary as desired.

The analog video files are digitized utilizing a variety of standardmethodologies in an appropriate format for broadcast utilizing awireless cellular or broadcast network. Game producers generate datafiles to support a competitive game of skill or chance which isprecisely synchronized with the digitized video files, using a gameproduction tool. In the case of football, these data files, as taught inthe Interactive Network prior art and the Lockton patents, contain“lockout” signals prohibiting further input, a determination of whethereach play was a short or long pass, a run to the right, or left based onobservation of the video file of the game. Point values are assessed forcorrect or incorrect answers, and the game play is played similarly tothat described as in the aforementioned prior art. In the case of aJeopardy! ® game show, three wrong answers are created and the fourmultiple choices including the correct answer for each Jeopardy!®question selected are produced.

In the production process, the game data file is time synchronizedprecisely with the video file, utilizing the game production tool.

When playing, the user selects answers 1, 2, 3, or 4 on his cellularphone to answer the question before a time stamped “lockout” signalcontained in the game file, precluding further input. When the correctanswer is selected by the television contestant, then the point valuesfor the correct answer are incremented or decremented by software in thegame file, depending on whether the competitor is right or wrong withtheir selection.

The digitized video files, and the separately produced overlying gameplay file are then either combined for streaming or broadcast into asingle data file, maintained as two data files, or an alternatemethodology is utilized to ensure that both files are broadcastsimultaneously on a single TCP, UDP, 3G, multicast, broadcast or othertransmission, utilizing current data compression capabilities. Anyappropriate transmission methodology is utilized, including WiFi. Thegame data files contain graphic information separate from the video ofthe game telecast, such as the selection options, for example “run,”“pass,” for a game based on a football telecast. Separate digital soundtracks, one from the television programming, and one related to the gameprogramming are also able to be combined for a single transmission. Inother words, data is able to be either A) downloaded in advance or B)streamed or C) broadcast. The different types of data: 1) digitizedvideo and audio, 2) graphic game play data, 3) audio enhancements, areable to be either combined with each other or sent separately.Therefore, users are able to play simultaneously wherein the video,audio and game play data are received by streaming, broadcasting ordownloaded using a simultaneous start time. Users are also able to playon demand wherein the video, audio and game play data are received whenrequested by streaming, broadcasting or downloaded. Users are also ableto practice with on demand games where they are not competing againstother players. Regardless of how these discreet pieces of informationare delivered to the phone, software resident on the phone ensures thatthe game play data and audio are synchronized with the video archive.

Game Play

Under this methodology, a user on an ad hoc basis, or as a subscriber toa service or charging the required fee to their cellular telephone bill,indicates their desire to participate in a contest based upon the oldtelevision program. The contests have a specific start time, displayedon the cellular phone, such as, for example, “1980 Super Bowl game, 3:15pm,” or in an alternative embodiment, the menu on the cellular phonedescribes a game played at any time by the cellular phone owner byselecting it from a menu on the cellular phone. Upon selecting this gamefrom the menu, the underlying video and data files are streamed ordownloaded to the cellular phone, and the video of the underlyingtelecast sporting event, game show, or other entertainment program, isdisplayed on the cellular phone utilizing software permanently ortemporarily resident on a cellular phone client designed to display fullmotion video. A record of what episodes of what games have been playedfor an individual subscriber is maintained on the service's server toensure a subscriber always receives a game they have not played before.

On Demand Games Against Friends

For games not played simultaneously in real time, a subscriber playingan on demand game has the ability, utilizing the cellular phone display,to add the telephone number, subscriber pseudo-name, or otheridentification of friends who are also subscribers with whom he wishesto match his score in the game about to be played. In an alternatemethod, a user is able to use a web site to select whom he is going tocompete against. This information is registered on a central gamemanagement/scheduling server, and the subscribers selected areimmediately notified when they access the game provider's main menu orat some other time. When, for example, a football game is played by thesubscriber wishing to compare his score with friends, this specific gameis identified on the server so that when and if those friends who arechallenged and notified, selected a football game for play, theidentical game previously played and identified is streamed ordownloaded to their new competitors. At the conclusion of the game ofthe last player challenged, the scores of all the cohort players aretransmitted to all the competitor's cellular phones, so that they candetermine the relative ranking of their scores.

Additional Kinds of Content

In addition to games played with televised sports and game show footageutilizing the methods described, cellular phone games are able to bebased upon a unique repurposing of existing archival television footagefrom a variety of television genres. For example, a game based on asitcom, such as the discontinued Seinfeld show, is able to utilize shortclips of a scene, and then ask viewers to answer questions related tothe predicted resolution of the issue, problem, or situation seen in theshort clip. People also are able to be shown historic, memorable sportsplays, for example, football passes, runs, catches, or highlightedevents from a variety of sports telecasts, and then asked to identifythe participants, the year the clip was from, and the outcome. Any typeof question/answer related to an archived program is possible and is notlimited to those described above. In each scenario, however, the videofootage and the overlying game aspect is pre-produced, combined andtransmitted for display and game play.

Game Display

The data files which manage the game play, received simultaneously, alsoutilize software resident on the client for managing the display on thephone's LCD. This game software is able to be a separate “gaming client”or an “all in one” application which addresses the video and gameelements. The game data graphics are also able to be presented to theplayer by overlaying the text and symbols over the television footage,or in the alternative, utilize a separate portion of the cellularphone's display for this information, at the option of the producers. Anexample of this latter approach is the crawling information displayed atthe bottom of a television screen containing stock ticker information orthe way closed captioning information is displayed on televisionscreens. In the alternative, a picture in picture (PIP) approach is alsoable to be used to separately display game play information from theunderlying television footage. In another alternative, the game playinformation is simply superimposed on top of the video.

Under this invention, the subscriber would play along with the 5- to15-minute television segment of the game until its conclusion, and wouldbe informed at the end, based upon software resident in the phone, whattheir total points earned are. In some embodiments, the segments arelonger or shorter. By transmitting this game performance information toa central server for compilation, the competition would receiveinformation on how their score relates to the scores achieved by otherplayers of the game. Under the “on demand” game play format, users areable to selectively play against friends, and prizes would generally notbe awarded, since the person could play the game as many times as theydesire, or obtain the answers from someone who had played.

Games Based on Simultaneous Broadcast

In an alternative embodiment, the combined video and game data filesproduced by the same methodology described above is able to besimultaneously broadcast to all participants at a specific time, such asevery 15-minutes, to all of the players who have registered theirintention to play a specific game. In this format, these files would beindividually streamed, or in the alternative, digitally broadcast,precisely at the same time to all participants. Another approach is todownload the data through streaming, broadcast or other downloadingtechnique in advance. Under this approach, the application ensures thatthe video and game play started at the appropriate time. This is able tobe done by signaling a “start” signal to all players.

While game play unfolds in a manner similar to that described in U.S.Pat. No. 4,592,546, a significant difference in this invention and theprior art, is that all of the information utilized for the game ispre-produced and combined in a single data file, and receivedsimultaneously by all participating cellular phones broadcast, to beseparated and displayed for simultaneous viewing on a cellular phone bythe methods described above. While the games unfold to the participantin virtually the same manner as a game based upon a live telecast of asporting event or game show, the cellular phone is not utilized as areceiving device for a second mass media communications synchronizedwith the underlying telecast, but rather is receiving the single datafile which contains both the video of the telecast and the game datainformation. The video and game data is then separated by applicationsoftware resident on the cellular phone for simultaneous display on asingle color LCD display.

Since all players receive the same game data at the same time, cheatingamong players, possible with on demand games, is not possible, andprizes can be awarded.

Benefits

While there is a large potential demand for games of skill for prizesbased upon the live telecast of sporting events and syndicated gameshows, participation in these games is generally limited to prime timeor near prime time viewing on week days, and sporting events on theweekends. The explosion in the popularity of cellular games of shortduration indicates that the owners of cellular telephones often find5-10 minutes during the day to participate in stimulating entertainmentwork breaks, while commuting to and from work, sometimes even when theyare working, amongst other times. The methodologies described hereinprovide a new and unique form of entertainment. While based on populartelevision programming, the games are able to be enjoyed either ondemand or several times an hour with scheduled start times, since theyare generated from television archives. The games are ever changing andare based on programming with a proven huge fan audience. This inventionprovides the highest quality production value at a fraction of the costof existing video, computer and cellular games. Other games require theskills of graphic artists and designers, and extensive programming tocreate full motion 3D graphics in attempt to make games like EA Sports®John Madden Football, or Sony's Jeopardy!® games as close to the actualtelecast as possible. This invention repurposes the actual televisionfootage with the production values and excitement of the originalbroadcasts of these events at a fraction of the cost.

Games with a common start time are able to be played competitively forprizes. While all of these telecasts may have been viewed in the past bya potential competitor, it is highly unlikely that anyone is able tospecifically remember the details of a single event seen 5 to 10 yearsago. Even so, it is highly likely that these games will be consideredgames of skill, in that the ability to remember the answers to triviaquestions and other tests of recall and memory have been defined aslegal games of skill. Thus, these games based on old television footageare able to be played for prizes where laws permit.

FIG. 1 illustrates a graphical representation of the preferredembodiment of the present invention. Initially, a game is produced at aproduction studio or another location that is capable of producing thegame. As described above, a set of television archives 102 are storedfrom many years ago. For television archives stored in analog format,they are converted into digital format using a known conversion method.A game production tool 104 is utilized to generate one or more game datafiles to support the competitive game of skill or chance which isprecisely synchronized with the digitized video files. In someembodiments, audio is also included with the video and game data files.The game production tool 104 sends the digitized video and game datafiles to a game scheduling server 106.

The game scheduling server 106 determines a schedule for games to beplayed in addition to distributing the video and game data files. Thegame scheduling server 106 communicates with a cellular service operator108 such as Sprint®, Verizon Wireless® or Cingular® to receive andtransmit data through a wireless network 112. The underlying video andgame data files are streamed or downloaded to a user's cellular phone114. As users play the games, their results and scores are calculatedand determined with a scoring server 110. In some embodiments, the gamescheduling server 106 and the scoring server 110 are contained withinthe same physical server unit, and in ether embodiments, the gamescheduling server 106 and the scoring server 110 are separate andcommunicate with each other. Users are able to view their standings bycommunicating with the scoring server 110 also.

In some embodiments, users are able to sign up over the Internet 116 forthe gaming service. Users are also able to register groups ofcompetitors to compete against. For example, a user is able to log ontoa website through the Internet 116 and select usernames of friends tocompete against in an on demand game.

FIG. 2 illustrates a method of utilizing the present invention. In thestep 200, video, audio and game files are transmitted to a user'scellular phone. In some embodiments, the files are transmittedseparately, and in other embodiments, the video, audio and game data areall combined in one file and are transmitted together. In someembodiments, audio data is not transmitted, for example, because a userchooses to play the game without sound. In the step 202, a user'scellular phone receives the video, audio and game files either combinedor separately depending on how they were transmitted. In the step 204,the cellular phone operates cellular phone-based software tosimultaneously display video and game data. When appropriate, in thestep 206, the cellular phone receives a game start signal and starts thegame. Sometimes the start signal is received based on a designatedstarting time that the user signed up for, such as, 1980 Super Bowl at4:00 pm. A user is also able to select a game to play from a menu andinitiate a game immediately. A user is also able to be a member of anon-demand group where someone else included him in the group and isinformed that the group competition has begun and a start signal is sentimmediately or when the user is ready. As described above, once the userreceives the start signal, the user plays the game on his cellular phoneby viewing video clips and game data which includes questions andanswers and then selects choices related to the questions about theclip, in the step 208. In the step 210, during game play, whenappropriate, a lockout signal prevents further input by the user, sothat cheating is not allowed. In the step 212, the cellular phonereports performance data to the scoring server and receives standingsinformation back, so that users are able to see how well they didcompared to other competitors.

FIG. 3 illustrates a network of devices of the present invention. Anetwork of devices 300 includes a game production tool 102, televisionarchives 104, a game scheduling server 106, a cellular service operator108, a scoring server 110, a wireless network 112 and a plurality ofdevices 302. In some embodiments, other devices in addition to cellularphones 114 are able to couple to the wireless network and play along,such as personal computers 116, laptop computers 118 and PDAs 120. Thegame production tool 102 is utilized to generate a game comprising oneor more game files, and combine the game files with one or more videofiles from the television archives after the television archive segmenthas been digitized. In some embodiments, the game files and the videofiles are compressed. In some embodiments, digital audio is alsocombined with the game files and video files. The game files, videofiles and in some embodiments audio files are stored, in one combinedfile, on the game scheduling server 106. The game scheduling server 106also supplies the plurality of devices 302 with a schedule of gamesthrough the cellular service operator 108 and the wireless network 112.The scoring server 110 couples to the plurality of devices 302 throughthe wireless network 112 to receive scoring results anddetermine/provide standings. In some embodiments, the Internet 116 isutilized to allow users to register or to select a group of competitorsfor an on demand game. The plurality of devices 302 are utilized byusers to receive the requisite game and video data. Each device withinthe plurality of devices 302 contains software to utilize the game andvideo data to provide a gaming experience with the archived televisionprogram. Through the game scheduling server 106 and the scoring server110, the plurality of devices 302 are able to be used in competitionswhere users play the same game at a designated time and based on thecorrectness of their answers or based on other game conditions, usersreceive points and those users with the highest point totals are able towin prizes or at least claim to be the most knowledgeable with regardsto a certain archived television program.

In an embodiment where a user wants to play a game on demand, thecellular phone 114 communicates with the game scheduling server 106 andother cellular phones within the plurality of devices 302 to inform themof the beginning of a game. For example, a user wants to challenge hisfriends to a competition related to the television show, The Emmys. Theuser enters information usable to detect/identify the other users in thegroup such as their cellular phone number, username or anotheridentifier. The game scheduling server 106 then contacts the other usersand provides them with the necessary game files and video files. Onlythe users included in the group are able to participate in the game andthus only their scores will be compared to allow a group of friends todetermine who is the most knowledgeable about The Emmys or some otherarchived television program.

There are two perspectives of utilizing the present invention. Gameproducers use a game production tool to develop a game and combine itwith digitized television video clips. The combined game and video datais then sent to a game scheduling server where it is able to betransmitted to users' cellular phones. Cellular phone users receive thegame and video data after selecting a game to play and when theappropriate time arrives. At that time, the users each play the game,using software on their cellular phones which incorporates the videoclips and game data. The video clips are displayed on the users'cellular phones, and they then select choices based on the clips viewed.As the game progresses or after the game is completed, the results ofthe selections are transmitted to/from the scoring server and then auser is able to see how well they performed. In some embodiments,instead of users playing a game at a set time, users are able to playon-demand wherein a selected group of people play together as describedabove.

In operation, the present invention allows users to play games on theircellular phones wherein the games are based on archived televisionprograms. Game data and video data are combined into one file and aresent to participating cellular phones so that the required informationis received at the same time at each cellular phone. Each cellular phonecontains software to manipulate the game and video data so that the useris able to play the game. The game is played by watching video clips andthen answering questions/selecting choices related to the video clipsusing the buttons on the user's cellular phone. User scores aredetermined based on the answers to the questions. In some embodiments,users are able to win prizes by performing better than others in thegames.

Although a cellular phone has been used throughout the presentspecification as the main exemplary game playing device, it should beunderstood that any computing device is able to be used within thedescribed method and system.

The present invention has been described in terms of specificembodiments incorporating details to facilitate the understanding ofprinciples of construction and operation of the invention. Suchreference herein to specific embodiments and details thereof is notintended to limit the scope of the claims appended hereto. It will bereadily apparent to one skilled in the art that other variousmodifications may be made in the embodiment chosen for illustrationwithout departing from the spirit and scope of the invention as definedby the claims.

1. A method of playing a game based on content, comprising: a. receivingcontent and one or more game data files; b. operating a program on aweb-connected device to display one or more video clips and game datafrom the content and the one or more game data files; and c. playing thegame by selecting one or more choices related to the one or more videoclips.
 2. The method as claimed in claim 1 further comprising receivinga game start signal and starting the game.
 3. (canceled)
 4. The methodas claimed in claim 1 wherein the content and the one or more game datafiles are received in combined content.
 5. The method as claimed inclaim 1 wherein the one or more video clips and the game data aredisplayed simultaneously.
 6. The method as claimed in claim 1 furthercomprising collecting scores and reporting performance to participantsto a mobile device.
 7. The method as claimed in claim 1 furthercomprising prohibiting further input with a lockout signal.
 8. Themethod as claimed in claim 1 wherein the content or the one or more gamedata files are compressed.
 9. The method as claimed in claim 1 whereinthe game data contains graphic information in addition to the one ormore video clips.
 10. The method as claimed in claim 9 wherein thegraphic information is displayed as a selected one or more of crawlinginformation, closed captioned information, a picture in picture and agraphical overlay.
 11. The method as claimed in claim 1 wherein thecontent and the one or more game data files are received in advance of ascheduled start and stored for simultaneous display to all participants.12. The method as claimed in claim 1 further comprising transmitting thecontent and the one or more game data files on a transmission selectedfrom the group consisting of a single TCP, UDP, 3G, multicast andbroadcast transmission.
 13. The method as claimed in claim 12 whereintransmitting digital broadcasting, individual streaming and downloading.14. The method as claimed in claim 13 wherein the game is played as aselected one of simultaneously live, on demand and practice.
 15. Themethod as claimed in claim 1 wherein a set of digital audio is receivedwith the content and the one or more game data files.
 16. The method asclaimed in claim 1 wherein a user identifies one or more remotecompetitors to challenge and compete against in a challenge game. 17.The method as claimed in claim 16 wherein after all of the challengedcompetitors complete the challenge game, separate results are sent tothe challenged competitors including final rankings.
 18. The method asclaimed in claim 16 wherein the user utilizes the Internet to identifyone or more remote competitors to challenge and compete against.
 19. Themethod as claimed in claim 1 wherein the content and the one or moregame data files are simultaneously broadcast to all participants at aspecific time.
 20. The method as claimed in claim 1 wherein the contentand the one or more game data files are pre-produced.
 21. The method asclaimed in claim 1 wherein the content includes sporting events, gameshows, news programming or entertainment shows.
 22. (canceled) 23.(canceled)
 24. The method as claimed in claim 1 further comprisingdigitizing analog video.
 25. The method as claimed in claim 1 whereinthe content and the one or more game data files are received over awireless cellular network.
 26. The method as claimed in claim 1 whereinthe one or more video clips and the game data are synchronouslydisplayed.
 27. The method as claimed in claim 1 wherein a record ofepisodes of the one or more video clips played by the user is maintainedon a server to ensure the user receives a never-before played game bythe user.
 28. A method of conducting a contest based on a segment ofcontest, comprising: a. transmitting content from a server over anetwork, the content comprising: i. one or more video clips; ii. one ormore game data files, wherein the one or more game data files containgame data, further wherein the game data contains graphic information inaddition to the one or more video clips; and iii. audio data; b.receiving the content on a web-connected mobile device; c. operating acellular based program contained on the web-connected mobile device tosynchronously display the one or more video clips and the game data; andd. playing the game by selecting one or more choices related to thevideo clips and the game data.
 29. The method as claimed in claim 28wherein the content is assembled into combined content.
 30. The methodas claimed in claim 28 further comprising collecting scores andreporting performance to participants to the mobile device.
 31. Themethod as claimed in claim 30 wherein the graphic information isdisplayed to a competitor as a selected one of crawling information,closed captioned information, a picture in picture and a graphicoverlay.
 32. The method as claimed in claim 28 wherein the contentcontains compressed data.
 33. The method as claimed in claim 28 whereinthe content is received in advance of scheduled start.
 34. The method asclaimed in claim 28 wherein transmitting the content is on atransmission selected from the group consisting of a single TCP, UDP,3G, multicast and broadcast transmission.
 35. The method as claimed inclaim 34 wherein transmitting is selected from the group consisting ofdigital broadcasting, individual streaming and downloading.
 36. Themethod as claimed in claim 35 wherein the game is played as a selectedone of simultaneously live, on demand and practice.
 37. The method asclaimed in claim 28 wherein a user identifies one or more remotecompetitors to challenge and compete against in a challenge game. 38.The method as claimed in claim 37 wherein after all of the challengedcompetitors complete the challenge game, results are sent to thechallenged competitors including rankings.
 39. The method as claimed inclaim 28 wherein the content is simultaneously broadcast to allparticipants at a specific time.
 40. The method as claimed in claim 28wherein the content is selected from the group consisting of sportingevents, game shows, news programming and entertainment shows.
 41. Asystem for producing and distributing a game based on existing content,comprising: a. a game production device for grouping one or more videoclips and game data; and b. a first server coupled to the gameproduction device, wherein the server receives and transmits the groupedone or more video clips and game data, wherein the game is played byselecting one or more choices related to the one or more video clips.42. The system as claimed in claim 41 wherein the grouped one or morevideo clips and game data is assembled into combined content. 43.(canceled)
 44. The system as claimed in claim 41 further comprising asecond server coupled to the first server for receiving scoring data,determining standings and communicating the standings to participants.45. The system as claimed in claim 44 wherein the first server and thesecond server are contained within a single server device.
 46. Thesystem as claimed in claim 41 further comprising a cellular serviceoperator coupled to the first server and a wireless network fortransmitting the grouped one or more video clips and game data to thewireless network.
 47. The system as claimed in claim 41 wherein thegrouped one or more video clips and game data contains compressed data.48. The system as claimed in claim 41 wherein the grouped one or morevideo clips and game data is transmitted on a transmission selected fromthe group consisting of a single TCP, UDP, 3G, multicast and broadcasttransmission.
 49. The system as claimed in claim 48 wherein transmittingthe grouped one or more video clips and game data is selected from thegroup consisting of digital broadcasting, streaming and downloading. 50.The system as claimed in claim 49 wherein the game is played as aselected one of simultaneously live, on demand and practice.
 51. Thesystem as claimed in claim 41 wherein a set of digital audio is groupedinto the grouped one or more video clips and game data.
 52. The systemas claimed in claim 41 wherein the grouped one or more video clips andgame data is simultaneously broadcast to all participants at a specifictime.
 53. The system as claimed in claim 41 wherein the one or morevideo clips and the game data are pre-produced.
 54. The system asclaimed in claim 41 wherein the television content includes sportingevents, game shows, news programming and entertainment shows. 55.(canceled)
 56. (canceled)
 57. A device for playing a game based oncontent, comprising a mobile device, wherein the mobile device receivescontent, wherein the content contains one or more video clips and gamedata and utilizes a program and the set of files to present the one ormore video clips and the game data to a user, wherein playing the gameincludes selecting one or more choices related to the one or more videoclips.
 58. The device as claimed in claim 57 wherein the content isassembled into combined content.
 59. The device as claimed in claim 57wherein the one or more video clips and the game data are displayedsimultaneously.
 60. The device as claimed in claim 57 wherein the gamedata contains graphic information in addition to the one or more videoclips.
 61. The device as claimed in claim 60 wherein the graphicinformation is displayed as a selected one or more of crawlinginformation, closed captioned information, a picture in picture and agraphic overlay.
 62. The device as claimed in claim 57 wherein the oneor more video clips and the game data are synchronized.
 63. The deviceas claimed in claim 57 wherein the game is transmitted to the mobiledevice using a selected one of digital broadcasting, individualstreaming and downloading.
 64. The device as claimed in claim 57 whereinthe game is played as a selected one of simultaneously live, on demandand practice.
 65. The device as claimed in claim 57 wherein the useridentifies one or more remote competitors to challenge and competeagainst in a challenge game.
 66. The device as claimed in claim 65wherein after all of the challenged competitors complete the challengegame, results are sent to the challenged competitors including rankings.67. The device as claimed in claim 57 wherein standings information isreceived from a server.
 68. The device as claimed in claim 57 whereinthe one or more video clips and the game data are pre-produced, whereinthe one or more video clips and the game data are stored and released tothe participants upon a signal from a server.
 69. The device as claimedin claim 57 wherein the content is selected from the group consisting ofsporting events, game shows, news programming and entertainment shows.70-96. (canceled)
 97. The method as claimed in claim 1 wherein thecontent comprises live content.
 98. The method as claimed in claim 1wherein the one or more choices are entered in one or more separatecontests each with a separate winner.
 99. The method as claimed in claim28 wherein the content comprises live content.
 100. The method asclaimed in claim 28 wherein the one or more choices are entered in oneor more separate contests each with a separate winner.
 101. The systemas claimed in claim 41 wherein the content comprises live content. 102.The method as claimed in claim 41 wherein the one or more choices areentered in one or more separate contests each with a separate winner.103. The device as claimed in claim 57 wherein the content compriseslive content.
 104. The method as claimed in claim 57 wherein the one ormore choices are entered in one or more separate contests each with aseparate winner.